Media Rights - Canada

  • Canada
  • In Canada, revenue in the Media Rights market market is projected to reach US$6.1m in 2024.
  • The revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.99%, leading to a projected market volume of US$8.2m by 2029.
  • While in Canada is part of the broader North_American landscape, it is noteworthy that most revenue in the Media Rights market market is generated the United States, with a projected market volume of US$74.4m in 2024.
  • In Canada, the burgeoning eSports scene is driving increased interest in media rights, as local companies seek to capitalize on the growing viewership.

Key regions: United States, Sweden, Asia, Europe, Germany

 
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Analyst Opinion

The eSports media rights market in Canada is experiencing subdued growth due to factors such as limited audience reach and lack of mainstream recognition. Despite this, the convenience of online platforms and increasing consumer interest in eSports are driving growth.

Customer preferences:
As the eSports market continues to grow in Canada, there is a noticeable increase in demand for digital streaming platforms and online viewing options for live tournaments and events. This trend is driven by the younger generation's preference for consuming content on multiple devices, including smartphones and tablets. Additionally, with the rise of social media and influencer marketing, there is a growing need for eSports media rights to include digital and social media coverage, allowing for a more integrated and engaging viewing experience for fans. This shift reflects the changing media landscape and the importance of catering to the preferences of the digitally-savvy consumer demographic.

Trends in the market:
In Canada, the eSports market is experiencing a significant growth in media rights deals, with major broadcasters and streaming platforms like TSN, Sportsnet, and Twitch investing in broadcasting rights for popular eSports events. This trend is expected to continue as eSports gains more mainstream recognition and attracts a larger viewership. Additionally, with the rise of online gaming and streaming platforms, traditional media companies are also adapting to the changing landscape by incorporating eSports content into their programming. This trend is significant for industry stakeholders as it opens up new revenue streams and opportunities for sponsorship and advertising deals. However, it also poses challenges for traditional sports media companies to stay relevant and competitive in the evolving digital landscape. As the eSports market continues to grow, it is crucial for industry stakeholders to stay on top of these trends and adapt their strategies to capitalize on the opportunities presented by the media rights market within the eSports industry.

Local special circumstances:
In Canada, the Media Rights Market within the eSports Market is heavily influenced by the country's strong sports culture and its advanced digital infrastructure. This has led to the widespread popularity of live streaming platforms and online tournaments, catering to the tech-savvy Canadian audience. Additionally, the country's strict regulations on gambling and advertising have prompted unique partnerships between media companies and eSports organizations, shaping the market landscape in a distinct way.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Canada is heavily influenced by macroeconomic factors such as technological advancements, government policies, and overall economic health. With the rise of online streaming platforms and the increasing popularity of eSports, the demand for media rights has grown significantly. Countries with advanced technological infrastructure and supportive regulatory frameworks, like Canada, have seen a boost in the market, while regions with limited technological resources and regulations have faced challenges. Additionally, the strong economy and government support for the gaming industry in Canada have contributed to the overall growth of the eSports market, making it a lucrative market for media rights.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Media Rights market, which comprises revenues from ownership rights of media agencies. These include payments to industry stakeholders to secure the rights to show Esports content on a channel, payments from streaming platforms (e.g., Twitch) to organizers to broadcast their content, payments from foreign broadcasters to secure the rights to show content in their region, or the copyright costs for showing video/image content of an Esports competition. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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